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    Thread: Combat Mod 4

    1. #1
      TXU Jr. Member paulwheeler's Avatar
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      Default [MOD] Combat Mod 4 - v4.11b

      Combat Mod 4
      v4.11b - 20/5/11

      By Ulfus and Paul Wheeler

      Featuring the Missile Rebalance Mod by Imperium3




      This is a new stand alone version of Ulfus' Combat Mod. It builds on his Combat Mod 3, addressing balancing issues with some weapons, overhauling the beam and flak weapons, including new effects, and adding two new Terran light weapons - the Electro-Magnetic Repeater and the Fusion Pulse Disruptor.

      It is fully compatible with X3TC 3.0

      All CMod3 features are retained. For information view the original thread here.


      DOWNLOAD THE CMOD v4.11b --- SPK Version




      Release Notes

      Changelog for the CMod v4.11






      ADDON PACKS
      ------------------

      While the base mod should be compatible with most other mods, there are certain files that are required to use the EMR and beam weapons. These include files which will likely conflict with other mods so I have decided to put these into optional addon packs.




      Updated 27/4/11
      FACTORY PACK
      SPK Version
      This adds EMR, FPD and beam weapon forges to the universe. It includes a modded TFactories and WareTemplate.

      REQUIRED - Community Plugin Configuration by Cycrow

      This is not compatible with any mod that changes TFactories or WareTemplate. See below for more info.

      SRM users should use the scripts only version below.






      Updated 27/4/11
      FACTORY PACK SCRIPTS ONLY
      SPK Version
      This is a script only version of the factory pack for SRM users and other mods that have had CMOD compatibility added, such as the Xtra Ships mod.

      REQUIRED - Community Plugin Configuration by Cycrow





      Updated 23/3/11
      SRM Weapons Dealers AL Plugin v1.4
      SPK Version

      This pack adds an AL plugin that creates several Weapons Dealer stations to the universe. These stations stock a variety of weapons and missiles in large numbers. These can also be purchaed by the AI to help alleviate the general lack of weapons for sale in the universe.

      If not running the SRM, the full factory pack is required for this to run correctly.

      If running the SRM please use the version from the SRM thread.

      Click here for more information







      Updated 30/1/11
      EMR COMPATIBILITY PACK
      This includes a version of the vanilla TShips and TCockpits where the EMR has been added to Terran ships.

      This is not compatible with any mod that changes TShips or TCockpits. See below for more info.

      NOTE - SRM users - DO NOT install this pack - its built into the SRM already. Installing this pack will break the SRM.







      Updated 18/5/11
      Alpha PPC conversion pack --- SPK Version

      This pack converts the Concussion Impulse Generator into an Alpha Photon Pulse Cannon. The cat/dat must be installed to a higher number than the main CMOD4.








      Updated 18/5/11
      Missile Rebalance Pack for Turret Scripts --- SPK Version

      This pack completely rebalances all missiles specifically to use against turret scripts like MARS or the Missile Defence Mk2.

      All missiles have increased speeds. Refire rates have been greatly increased. Dumbfire missiles have been converted to low turn rate tracking missiles with proximity fuses and large blast radii. Damage, blast radii, special abilities, prices and reps have all been rebalanced.

      New colour coded icons to help with missile selection. The colour key is as follows:

      Green - close range missiles (0-22km)
      Blue - medium-close range missiles (22-35km)
      Purple - medium-long range missiles (35-60km)
      Red - long range missiles. (60+km)

      Do not use this pack unless you are running a turret script as otherwise the missiles will be way too overpowered. I highly recommend MDMk2 as it will run on all ships automatically, including fighters, with no noticable frame rate hit.

      I also highly recommend you install Gazz's Missile Safety and AI Ammo Cheat scripts.







      -----------------------------------


      I highly recommend the Ship Rebalance Mod: Continued for use with the Combat Mod 4. The SRM rebalances almost every ship in the game as well as adding new ships. SRM users only need the base CMOD4 mod and the scripts only factory pack.

      Ship Rebalance Mod: Continued


      All of the CMOD3 addon packs should still work with this release, except for the APPC pack and the ship rebalance pack of which new versions are provided above.



      MARS DATA
      -----------------

      Updated 4/5/11
      Download MARS data file for CMOD4.11

      This includes all the new CMOD4.11 damage values for use with MARS. Extract the file and place in your "t" folder in the main X3TC directory.

      MARS automatically detects CMOD4 and will then read the TFile 7049 instead of 7047 (vanilla).

      You must be using MARS v5.00 or higher for CMOD4 compatibility.











      INSTALLATION
      -------------------

      -The "fake patch" method works best for the CMOD4.

      - Extract the dat/cat files and look at the other dat/cat files you have in the main TC installation folder. Rename the CMOD4 files to a bigger number than the last ones, i.e. if the last ones are 09.dat and 09.cat rename my files to 10.dat and 10.cat. You can have up to 99 different cat/dat files, so you can use a very high number of mods this way.

      - Copy the contents of the "director" folder to the director folder in your main X3TC directory. If a director folder does not exist then create one.

      - You will need to navigate to the \mov folder in your X3TC directory. you will need to locate the 00044 file and either rename, move, or delete this file. Without doing this you will not get any new custom weapon or factory names said by "betty".

      - Run the game. You should get a message saying the CMOD4 has been installed when you load a save or start a new game.

      - Use the same process to install the addon packs. For the factory packs the contents of the "scripts" folder should be copied to the "scripts" folder in your main X3TC directory.

      - The addon pack CAT/DATs must be installed to a higher number than the base CMOD. So if your CMOD cat/dat is 13, the addon packs must be 14 or higher.




      SRM USERS
      ----------------

      SRM users need only install the base mod and the "scripts only factory pack".

      If upgrading from the previously released CMOD3:R, please remove the old CMOD3:R scripts first. Remove both the CMOD3 and CMOD3:R cat/dats and replace with the CMOD4.

      It is essential that the SRM base mod is installed to a lower cat/dat number than the CMOD4 (SRM installed first if using spks). The correct order is:

      SRM : SRM ADDON PACKS : CMOD4 : SRM TRAILS





      Electro-Magnetic Repeater + Fusion Pulse Disruptor
      --------------------------------------------------------------

      These are two new weapons that have been added to compensate for the Terran’s not having a proper light weapon for fighters or a non-ammo based medium weapon. Due to limitations with X3TC the EMR and FPD have had to be added to the spare weapon subtype and thus will not appear on ships compatibility lists automatically. It will also not be spawned by AI ships unless specified by a script. This is the only way it can be added to the game without forcing a restart.

      In order to give your ships EMR + FPD compatibility you must either use the provided EMR/FPD Compatibility pack or manually add the Unknown Laser 2 subtype to ships in TCockpits and TShips if using a mod that changes these files. The EMR will appear on all ships. The FPD will only appear on ships with XL ware compatibility. Ask the Mod creator for help on how to do this or ask in the CMOD4 thread.

      SRM users must not use the EMR/FPD compatibility pack. The SRM already has EMR/FPD compatibility built in.





      Gamma Photon Pulse Cannon
      -----------------------------------------

      The CMOD4 adds a copy of the normal PPC called Gamma PPC to the weapons arsenal, because it has been added to the top of the weapons list the AI will choose to equip them and spawn with them wherever possible - this is a a very basic fix for the weapon loadouts of AI capital ships which currently prefer IBL. Although the GammaPPC have exactly the same stats as normal PPC, they're not really intended for use by the player - especially if you have mars loaded as they will cause problems - so sell them for profit if you pick any up.





      MISSILE REBALANCE MOD
      --------------------------------

      Imperium3's excellent MRM is included in full here. I have also included a pack based on the MRM that has been balanced for use with turret scripts such as the Missile Defence Mk2 and MARS. This is available in the above addon pack.

      For information about the MRM changes view the original thread here.











      MODDERS:

      To give EMR compatibility to your ships just add the SG_LASER_UNKNOWN2 to TShips and TCockpits.

      The default spare lasers are retained on this subtype incase Egosoft ever utilise them. They have had their ware size changed to "6" so they will not appear on any ship's weapon compatibility lists.

      To utilise the EMR and FPD forges you will need to include the EMR Forge and FPD Forge entries from TFactories and WareTemplate. You will also need to include WareTemplateDummy. The CMOD4 director script then loads this dummy WareTemplate which forces X3TC to refresh its main WareTemplate so the EMR forges can be used.

      To use the weapon dealers script all that needs to be included for this to work with mods that alter TFactories are the weapons dealer TFactories entries. they must be in the same lines as they are in the factory pack. To make this easier I have put alot of placeholders in before the entries start.

      The CMOD4 alters TLasers, TBullets, TMissiles, Effects, Particles3, 00044.xml

      The Factory pack alters TFactories and WareTemplates

      Text file used - 9970.


      CREDITS
      ------------

      Thanks to the XTM team for permission to use the existing CMOD XTM content.
      Thanks to Imperium3 for permission to include his Missile Rebalance Mod.
      Thanks to fallenwizard for the German translation.
      Thanks to the X Universe team for offering to host the CMOD4.

      Last edited by paulwheeler; 27-05-2011 at 02:16 PM. Reason: Updated to latest version of CMOD

    2. #2
      Jnr Administrator NovaCatt's Avatar
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      Hiya Peeps,

      @ paulwheeler.....
      Hiya mate,
      1st off: Welcome to TXU!! May you enjoy your time spent using the forum..

      Now that that's out of the way, on to matters at hand:

      Glad to hear that Ulfius's work lives on!

      IF you want to host either of your mod's on here as well, please drop Mokonzi a line & you should be able to sort something out with him....

      Once again, Welcome to TXU!

      Cheers & Thranx




      Want to view some great screenshot's?
      -->> Click Here <<--
      Want to find some great info on various ships & stations in the X series? -->> Visit the TXU Wiki <<--


    3. #3
      TXU New Member Aacron's Avatar
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      Now this is some NEWS! CMOD4 (or even some updates to cmod3) have been on my list of wanted stuff for a long time!! Any update on this? Also, I'm hoping that it can finally be updated to play nice with MARS again without manually fixxing the files!!


    4. #4
      TXU Jr. Member paulwheeler's Avatar
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      Yes, a MARS data file will be included so it should work perfectly.


      RE: Hosting here - I might think about that. It really hits my bandwidth everytime I release an update to the SRM!


    5. #5
      Moderator Kozaki's Avatar
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      I moved the posts into a new thread, now you can edit the startpost



      Thanks NovaCatt Points for Visitor Messages (Received), King of the World thanked for this post

    6. #6
      TXU Jr. Member paulwheeler's Avatar
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      Quote Originally Posted by Kozaki View Post
      I moved the posts into a new thread, now you can edit the startpost
      Cheers


    7. #7
      TXU Jr. Member paulwheeler's Avatar
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      Combat Mod 4 is now released!

      Thanks Aacron, Quasar Points for Social Group Messages thanked for this post

    8. #8
      TXU New Member Aacron's Avatar
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      Yay! You rock!
      A few questions though:

      - I noticed you mention new effects, and such. Do the new effects require more or less than CMOD3/Vanilla? One of the reasons I really liked CMOD3 was the lowered FPS hit in combat.

      - Next up, since Cycrow's Packager seems to be pretty stable and such, is there any chance (pretty please?) that CMOD4 could be packaged into a SPK container file? It would allow for simpler installing which would mean less stupid questions/complaints, and it supports automatic updating!!


    9. #9
      TXU Jr. Member paulwheeler's Avatar
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      The new effects are only different colours for the beams and new particle trails for the flak weapons. So the CMOD4 should not tax your system any more than the original CMOD3. All of the fps reducing changes are retained from the CMOD3.

      The only issue with SPKs is that you can't control what order the cat/dats get loaded in, although this is more of an issue with the SRM. I'll look into it,


    10. #10
      Moderator Kozaki's Avatar
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      And we're back in the Completed Script and Mods Section




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